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"OTR Rules discussion ?" Topic


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afilter02 Nov 2012 10:08 a.m. PST

Thanks to Ed for sending out the PDF copies of OTR. I also found my original copy I purchased when I was a teen.

I have been looking for a set of rules to introduce my two sons to ACW gaming. I really like the look and feel of RF&F, but I think this will be more than they want to deal with out of the gate and we do not have a large gaming group to help.

All along these rules were under my nose and I just forgot about them. After re-reading I realised again how great these were.

I plan to make some minor adjustments and produce a new two sides QRC for home use. The biggest adjustment I plan to make is taking it from Brigade to Regiment. The scale is pretty abstract as is so I think the only major change will be in wording and on the small arms table making it groups of 3-4 stands intead of 6 since most regiments averaged 300-500 effectives in battle.

The one question I had that I could not make sense of was the morale table. On page 14 it refers to rolling 2 D10, but on the table on page 17 the roll results go from 00-99 which suggests a 1 D100 (did D100 even exist in 1983?)

Anyway, if anyone has any experience with this I would like to know otherwise I can just come up with my own Morale table.

We are taveling to DC next week and stopping at Gettysburg (Been there many times, but the family has not). I am hoping to strike while the iron is hot hen we return.

Appreciate any thoughts of successes you have had with houserules. Seems like a great system to build from which is why I am sure I bought it as a teen. ;)

zippyfusenet02 Nov 2012 10:17 a.m. PST

Roll 2 D10 of different colors. One dice yields the 10s digit of the result, the other dice yields the 1s digit of the result. Specify which color is the 'high' dice. If rolling red and white dice, and the red dice is 'high': Red 9, white 7 = 97. Red 1, white 4 = 14. Red 0, white 0 = 00, etc.

afilter02 Nov 2012 10:19 a.m. PST

AHHHH….makes sense. Old School 1d100 :)

THANKS!

79thPA Supporting Member of TMP02 Nov 2012 11:00 a.m. PST

That made me laugh!

Mapleleaf02 Nov 2012 11:25 a.m. PST

Thank you again to Ed for making the rules available again. OTR is a great set of rules and can be used for a variety of scales

I have been building a large collection of 6mm figures and basing them on individual regimental stands as set out in Polemos.

It is easy to adapt to OTR by using the brigade as the operating unit and removing one regimental stand as a casualty. The variety of sizes in brigades gives the usually larger Confederate brigades longer staying powers but there are more Union forces.

Calico Bill02 Nov 2012 2:20 p.m. PST

We've been using OTR since they came out. They're still the most popular ACW rules in use here.

Ed Mohrmann02 Nov 2012 3:33 p.m. PST

Afilter, you might want to try contacting a TMP'er who
uses 'Gamertom' as a screen name.

He's sent me a couple of PM's about variants, house
rules, etc.

Two house rules I use: if a unit suffers a disorder, then
suffers another disorder, it immediately moves a distance
away from the source of the second disorder sufficient to
place it out of range of fire AND out of charge reach -
unless an enemy unit gets the morale roll of 'charge nearest
enemy unit and melee at 2x CV' Note that gun crews suffering
such a result would LEAVE their pieces in-place.

Second one is artillery movement – I allow pivots up to 45
degrees and fire, and allow prolong REARWARDS and fire, but
if the crew muscles the piece forward, NO FIRE that phase.
Prolong rearwards movement was helped by the gun's recoil,
but to 'hand haul' it forward took more physical effort, so
I don't allow forward hand-haul and fire.

Personal logo gamertom Supporting Member of TMP02 Nov 2012 6:27 p.m. PST

Afilter

I don't recall what all I sent to Ed Mohrmann and did not save the PMs he refers to. Given you are just starting and are going to be teaching it to your sons, the only house rule I recommend is to roll double dice on smoothbore artillery canister ONLY when the artillery is being charged. Otherwise a smoothbore battery can move full distance down a road, unlimber, and fire double dice canister into an enemy unit with an excellent chance of knocking out two stands.

If you and your sons really get into these rules, you can leave a message on TMP for me to contact you. Or if you pay for a supporting membership, you can use the TMP "Private Message" (PM) system to send me a message. Paul Koch wrote several articles in the old Courier magazine that provided new or revised rules for OTR. I eventually retyped the rules to incorporate these, plus some of my house rules, and this revised version is most likely what I wrote to EdMohrmann about.

afilter02 Nov 2012 9:53 p.m. PST

Thanks guys,

The only other immediate question I have is on the melee table. Units in column are x0 so would not their Max value be 1d10 based on the formula provided or is my basic algebra failing me?

Melee value = stand x ( CV + A) x M + 1d10

By that formula column (x0) in M would mean it is 0 + 1d10

If it refers to units only in march column it makes sense, but otherwise I would think being in an attack column bringing mass to the melee would be an advantage.

TIA,

Aaron

Ed Mohrmann03 Nov 2012 6:11 a.m. PST

Afilter, yes, the melee calculation using 0 as
multiplier refers ONLY to units in march column
(page 6 of the rules). Also note that units in
march column may not initiate melee contact.

BTW, Gamertom's is an excellent suggestion vis-a-vis
artillery move, unlimber, fire double dice. I allow
cannister only at chargers as well.

As he said, he did mention his revisions & house rules
in the messages we exchanged. He seems to have done a
lot with the rules and his work is definitely worth
a look.

afilter03 Nov 2012 9:44 p.m. PST

Ed,

Thanks, that is what I thought. I see my membership updated so I will try PMing gamertom for more details he may have.

WarpSpeed03 Nov 2012 11:10 p.m. PST

Ed, I have played a dozen or so very great games thanks to you posting OTR,thanks!

docfin04 Nov 2012 1:21 p.m. PST

Ed
Is there any chance of a copy of OTR
pjf101 at btinternet dot com

Thanks

RJBAJB04 Nov 2012 1:49 p.m. PST

OTR are a great set of rules.
I used to play many years ago with a group of friends but we all went our seperate ways and I sold my armies – and regretted it ever since :(.
I kept the rules though and have been thinking about doing it again in 6mm. Although other members of the club do F&F in 15mm I just don't enjoy it as much as OTR.

Ed Mohrmann04 Nov 2012 3:29 p.m. PST

docfin, file sent just now (17:37 EST)

afilter05 Nov 2012 9:24 p.m. PST

Finally able to get a game going tonight with my 15 yr old son. Best part is he is enjoying it as much as I am.

Found this as well, OTR at the regimental level.

link

Pics to come. :-)

Personal logo gamertom Supporting Member of TMP10 Nov 2012 1:55 p.m. PST

That link is to my Regimental On To Richmond Version 1.6 that was published in MWAN #109 around 11 years ago. As I love tinkering with rules, I've gone through several revisions since then. The one I use now bears little resemblance to OTR and is somewhat similar in detail to RF&F.

afilter10 Nov 2012 8:21 p.m. PST

gamertom,

I love the 1.6 version and paid to download it. If you have a more updated version I would love to see that as well.

I also like to tinker, but the only thing I am currently thinking about adding is a low on ammo mechanic so I can due the markers and supply wagons I already own.

Any chance you have a better chart B file that prints on one page? I would like to print the A and B charts back to back.

TIA,

Aaron

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